Models/Shaders
I used 3ds Max to create all of my models and utilized Photoshop for texturing and normal map generation. I am familiar with blend shapes, using multiple UV channels, modular construction, and exporting for Unity. I used Shader Forge, a node based shader editor, to create all my custom shaders.
Liquid Demo
I created a model, shader, and script that work together to simulate mixing liquids inexpensively. It uses multiple UV maps, vertex offsets, color masks, and gradient maps to make the liquid spin, combine, and drain based on its state.
I created a model, shader, and script that work together to simulate mixing liquids inexpensively. It uses multiple UV maps, vertex offsets, color masks, and gradient maps to make the liquid spin, combine, and drain based on its state.
Shader Demo
Shaders can make all the difference in making a game look and feel polished. I have compiled several models and shaders that I have worked on in a format that lets you directly modify the shader parameters.
Shaders can make all the difference in making a game look and feel polished. I have compiled several models and shaders that I have worked on in a format that lets you directly modify the shader parameters.
MathCraft Models
We didn't have any dedicated artists on the MathCraft team, so any custom models we needed we had to create ourselves. When possible, I unwrapped models to reuse existing textures and normal maps, but in some cases, I created them in Photoshop. I also worked with blendshapes to create a male version of our main character.
We didn't have any dedicated artists on the MathCraft team, so any custom models we needed we had to create ourselves. When possible, I unwrapped models to reuse existing textures and normal maps, but in some cases, I created them in Photoshop. I also worked with blendshapes to create a male version of our main character.
Alien Interior Hex Kit
I developed a series of models that fit together to create a cohesive space. I adjusted the models so that they would be seamless while working to make sure the world mapped shader functioned correctly. The walls and ceilings use a vertex color mask to allow multiple textures on one wall segment.
I developed a series of models that fit together to create a cohesive space. I adjusted the models so that they would be seamless while working to make sure the world mapped shader functioned correctly. The walls and ceilings use a vertex color mask to allow multiple textures on one wall segment.